Learning Achievement in Virtual Reality/Animation-Based Business Simulation Games: An Integrated View of Goal Orientations, Model-Reality Fit, Learning Anxiety and ARCS Motivation
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引用次数: 0
Abstract
Background
Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education.
Objectives
This study developed a business simulation game system (BSGS) for supporting learning to investigate how GO affects students' learning achievement in the context of business management education.
Methods
A total of 209 college/undergraduate students participated in this study, and they were divided into the experiment group (EG) and the control group (CG). A quasi-experiment was conducted to understand how students' achievement goals and the use of BSGS modules can enhance their motivation and reduce their learning anxiety, thus affecting learning achievement.
Results and Conclusions
The results showed that most students adopted a mastery/learning-GO to complete the learning tasks in their learning processes. A high level of model-reality fit significantly reduced students' learning anxiety. However, learning anxiety did not affect students' learning achievements.
Implications
The results of this study indicate that model-reality fit plays an important role in increasing learning expectations and achievements and decreasing learning anxiety, which could benefit students' learning achievement in BSGS-supported educational contexts.
期刊介绍:
The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope